d3pth: tested on xp/32, vista/32 and vista/64 (w/o xp compatibility mode) - but give it some time after switching mode to generate music (around 12s here at 3.2ghz). And recent drivers ofcourse. It will get more resolutions to run at when I get the final src.

And yes, the music/design had to be done simple/fast, as it's the very first time we use the new synth, which wasn't fully operational until after deadline ;)

v. interesting. I found the sound fitting, eerie and empty in many ways. The orange-blue should have worked better as a colour scheme. Very nice objects and loads of scenes. The rolling spheres over the landscape was the killer moment for me :-)

thanks to the compo crew for letting us deliver our entry approximately 12 1/2 hours late :) We uploaded it 30 seconds before Gargaj came asking where the fuck it was, and about 15 minutes before the compo, so unfortunately no time to tweak colours or anything else ^_^

also, like psycho said, this was the first in-production use of the new synth - and the music was made by a graphician, so what can you expect ;) Wade seems to like it all anyway, I can't ask for more ;)

Yes, as farfar says, the lack of high frequencies in the music is caused by a resampling filter set to cut off at a way too low frequency. This is simply a parameter in the synth, so it is easy to fix (in a gabber-free environment) and will be set appropriately in the final version.

4k of pure ugliness and kickass effects in a very small amount of space, that in itself must be quite an achievement :)
As allways Loonies delivers something that looks to be insanely well coded, but throws away everything else :) People used to call that oldschool.
Sure do miss u back on amiga guys :,)

I hope a day, 4k competition will be authorized only with source code.
I'm sure this one use a DirectX DLL or OpenGl one.
When I was demomaker, we used only asm code.
See The Cartoon Fish on XP in full asm...http://laurent.horus.free.fr/tcf2004.zip

aharonid: get a clue or at least find a 4k more suitable for your api bashing. This is basicly just using a minimal amount of opengl to get access to write a program for the gpu and then a software renderer doing everything itself.
(still waiting for some lazy artist to move a few color sliders btw;)

psycho, the reflections/refractions on the spheres look quite different on my ati and in the video. It still sort of draws something but looks way better in the video. I guess there is a tiny incompatability in the shader code somewhere (ati x1900)

grey, metallic sphere planet in the space, rotating around, a star in the horizon,
synth music,
flight over planet's landscape, specular reflections of the blue mountains, orange sky clouds, red fog in the horizon, sun light, raytracing alike
lots of 3D spheres with metallic mirror texture bouncing in space
then rolling on the planet's surface
sinusoid canyon, blue, the moon in the sky
metallic spheroid figures, incrusted in the surface of a mountain
wobbly blue tunnel, walls reflected in the orange water
flying through a wobbly canyon